#version 450 layout( local_size_x = 128, local_size_y = 1, local_size_z = 1) in; layout(binding = 0) writeonly uniform imageBuffer dst; layout(push_constant) uniform u_info_t { vec4 clear_value; ivec4 dst_offset; ivec4 dst_extent; } u_info; void main() { int thread_id = int(gl_GlobalInvocationID.x); if (thread_id < u_info.dst_extent.x) { imageStore(dst, u_info.dst_offset.x + thread_id, u_info.clear_value); } }